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1

Khera, Vivek, Owen Astrachan e David Kotz. "The internet programming contest". ACM SIGCSE Bulletin 25, n. 1 (marzo 1993): 48–52. http://dx.doi.org/10.1145/169073.169105.

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Rosenberg, J., J. Lennox e H. Schulzrinne. "Programming Internet telephony services". IEEE Internet Computing 3, n. 3 (1999): 63–72. http://dx.doi.org/10.1109/4236.769424.

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Rosenberg, J., J. Lennox e H. Schulzrinne. "Programming Internet telephony services". IEEE Network 13, n. 3 (1999): 42–49. http://dx.doi.org/10.1109/65.767138.

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Baig, A. "Protocols and sockets [Internet programming]". IEEE Potentials 18, n. 3 (1999): 38–41. http://dx.doi.org/10.1109/45.789747.

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Zolkifly, Iznora Aini. "Interactive Internet Programming Online Tutorial (IIPOT)". International Journal of Learning: Annual Review 8, n. 1 (2004): 0. http://dx.doi.org/10.18848/1447-9494/cgp/v08/44618.

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Beal, Jacob, Danilo Pianini e Mirko Viroli. "Aggregate Programming for the Internet of Things". Computer 48, n. 9 (settembre 2015): 22–30. http://dx.doi.org/10.1109/mc.2015.261.

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Lin, Yi-Bing, e Min-Zheng Shieh. "To Learn Programming through Internet of Things". IEEE Internet of Things Magazine 5, n. 4 (dicembre 2022): 168–72. http://dx.doi.org/10.1109/iotm.001.2000058.

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STERLING, LEON, LEE NAISH e MANUEL HERMENEGILDO. "Special issue on ‘Logic Programming and the INTERNET’". Theory and Practice of Logic Programming 1, n. 3 (maggio 2001): 249–50. http://dx.doi.org/10.1017/s1471068401001156.

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Abstract (sommario):
Computational logic systems can offer an attractive environment for developing Internet applications. They share many of the important characteristics of popular network programming tools, including dynamic memory management, well-behaved structure and pointer manipulation, robustness, and compilation to architecture-independent bytecode. However, in addition, computational logic systems offer some unique features such as very powerful symbolic processing capabilities, constraint solving, dynamic databases, search facilities, grammars, sophisticated meta-programming, and well understood semantics. Such features can often make it very easy to code simple applications.This special issue concerned with applications is the third of its kind in a journal sponsored by the Association for Logic Programming. The first appeared in 1990, and showed the potential for logic programming to be extended. The second issue highlighted some papers from the Practical Applications of Prolog conference that had been held. This third time, the applications are concerned with the Internet and reflect the profound impact that the Internet has had on the computing landscape.
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Rodmunkong, Thassanee. "The Development of Blended Learning Using Internet in Computer Programming and Algorithm". International Journal of Information and Education Technology 5, n. 6 (2015): 442–46. http://dx.doi.org/10.7763/ijiet.2015.v5.546.

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Ray, Partha Pratim. "A Survey on Visual Programming Languages in Internet of Things". Scientific Programming 2017 (2017): 1–6. http://dx.doi.org/10.1155/2017/1231430.

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Visual programming has transformed the art of programming in recent years. Several organizations are in race to develop novel ideas to run visual programming in multiple domains with Internet of Things. IoT, being the most emerging area of computing, needs substantial contribution from the visual programming paradigm for its technological propagation. This paper surveys visual programming languages being served for application development, especially in Internet of Things field. 13 such languages are visited from several popular research-electronic databases (e.g., IEEE Xplore, Science Direct, Springer Link, Google Scholar, Web of Science, and Postscapes) and compared under four key attributes such as programming environment, license, project repository, and platform supports. Grouped into two segments, open source and proprietary platform, these visual languages pertain few crucial challenges that have been elaborated in this literature. The main goal of this paper is to present existing VPLs per their parametric proforma to enable naïve developers and researchers in the field of IoT to choose appropriate variant of VPL for particular type of application. It is also worth validating the usability and adaptability of VPLs that is essential for selection of beneficiary in terms of IoT.
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Dushchenko, Olha. "EDUCATIONAL COURSE "PROGRAMMING OF INTERNET-ORIENTED APPLICATIONS": FEATURES OF TEACHING". OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, n. 9 (2020): 15–25. http://dx.doi.org/10.28925/2414-0325.2020.9.2.

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The use of Internet-oriented applications is constantly growing, but the question arises how to create Internet-oriented applications. The educational course "Programming of Internet-oriented applications" is designed to solve this problem. The article describes the subject, purpose and results of the educational course "Programming of Internet-oriented applications". The content of the program of the educational course "Programming of Internet-oriented applications" is given. The methodical aspects of teaching the course "Programming of Internet-oriented applications" are revealed, namely the description of lectures with the description of studying the concepts of the topic, methods and means of teaching (verbal teaching methods (explanation, story, conversation), visual teaching methods (demonstration), methods learning depending on the type of cognitive activity (information-receptive, reproductive, problem, partial-search (heuristic), search (research), inductive, deductive), method of stimulating interest in learning and motivation of learning-cognitive activity (discussion); computer), laboratory practicals with a description of tasks to perform, methods and means of teaching (verbal teaching methods (explanation, story, instruction), visual teaching methods (illustration, demonstration), teaching methods depending on the type of cognitive activity (reproductive), methods of control and self-control on the effectiveness of educational and cognitive activities: methods of oral control (individual recitation, frontal recitation), methods of self-control (personal exploration of errors, self-analysis); textbook, computer), independent work of students, modular control work. It is noted that for most lectures multimedia presentations have been developed, which are freely available on the Internet. A distance course "Programming of Internet-oriented applications" has been created as part of distance learning implementation.
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Djenic, S., R. Krneta e J. Mitic. "Blended Learning of Programming in the Internet Age". IEEE Transactions on Education 54, n. 2 (maggio 2011): 247–54. http://dx.doi.org/10.1109/te.2010.2050066.

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Chien, Andrew A. "Parallel programming challenges for Internet-scale computing (entropia)". ACM SIGPLAN Notices 36, n. 7 (luglio 2001): 82. http://dx.doi.org/10.1145/568014.379575.

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Christian, Wolfgang. "Java programming and Internet technologies for undergraduate education". Computer Physics Communications 127, n. 1 (maggio 2000): 16–22. http://dx.doi.org/10.1016/s0010-4655(00)00018-7.

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Mackenzie, Adrian. "Java™: the practical virtuality of internet programming". New Media & Society 8, n. 3 (giugno 2006): 441–65. http://dx.doi.org/10.1177/1461444806061954.

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MEDVEDIEV, Mykhailo. "The use of E-olymp Internet Portal in Programming Competitions". Olympiads in Informatics 13 (13 luglio 2019): 201–8. http://dx.doi.org/10.15388/ioi.2019.13.

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E-olymp Internet portal was created to engage the students of higher education institutions and secondary schools to participate in programming contests, as well as to improve the quality of training future specialists in the information technology and programming areas.
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Stolbov, D. V. "Features of development software for teaching secondary school students the Internet security". CTE Workshop Proceedings 3 (20 marzo 2015): 131–34. http://dx.doi.org/10.55056/cte.255.

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This paper highlights the main aspects in development of software for teaching secondary school students the Internet security. The paper shows features of design the software. The research focus: to define features of design the software for teaching secondary school students the Internet security. Goals of study: to review programming learning tools for teaching pupils the Internet security; to determine the character of pupils’ activity in the Internet; to define the features of design the software for teaching secondary school students the Internet security. Object of the study: the learning process of secondary school students. Subject of the study: the development of the software for teaching secondary school students safety in the Internet. The research methods: study of researches about teaching pupils the Internet security and design programming learning tools. The results of the study: the programming learning tools for teaching pupils the Internet security were reviewed; the character of pupils’ activity in the Internet was determined; the features of design the software for teaching secondary school students the Internet security was defined. The conclusion: during the design the software for teaching secondary school students the Internet security is important to take into account age characteristics of the students, features of their activity in the Internet. Moreover requirements to computing learning tools must be included in development the software.
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Chao-Hsien Hsieh, Chao-Hsien Hsieh, Xinyu Yao Chao-Hsien Hsieh, Ziyi Wang Xinyu Yao e Hongmei Wang Ziyi Wang. "Efficient Predictive Regulation Algorithms for AGV System in Industrial Internet". 網際網路技術學刊 25, n. 3 (maggio 2024): 387–401. http://dx.doi.org/10.53106/160792642024052503005.

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<p>In recent years, the industrial Internet has developed rapidly. In order to improve the reliability, real-time, and economy, Automated Guided Vehicle (AGV) in intelligent manufacturing system becomes an indispensable technology. However, the current AGV system relies too much on the fixed network bandwidth environment in information transmission and management. When the traffic demand changes frequently, this form of network configuration lacks network resource management mechanism. Further, it leads to the problems of delay, waste of network flow, and inability to dynamically allocate network resources. So it is vital to improve the AGV system. Therefore, this paper proposes three predictive control algorithms and a Network Cable Scheduling algorithm to manage the network resources. They are Markov Chain Linear Programming Regulation (MCLPR) algorithm, Prophet Linear Programming Regulation (PLPR) algorithm, and Machine Learning Linear Programming Regulation (MLLPR) algorithm. The experimental results show that PLPR and MLLPR algorithm have high efficiency in the aspect of regulation. MLLPR algorithm has the lowest cost. MLLPR algorithm has the strongest leakage limitation ability, followed by PLPR algorithm. The balance regulation efficiency of MLLPR in none &ldquo;4 + 1&rdquo; mode is the highest in different network cable modes.</p> <p>&nbsp;</p>
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He, Lu, e Yan Mei Zhang. "Database Dynamic Programming Based on B/S". Applied Mechanics and Materials 310 (febbraio 2013): 601–4. http://dx.doi.org/10.4028/www.scientific.net/amm.310.601.

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Short for Browser/Server, B/S is designed to centralize the core part of system functions on the server side, when users just need to install a browser on the client side, such as Internet Explorer, Firefox. Thus, the browser can be used for data exchange through the Web Server anywhere, as long as the computer accesses to the Internet. As a result, there is no doubt that the development of B/S structure system has become main-stream as the Internet has developed rapidly today [1]. As we all know, it is increasingly challenging that customers are having more and more requirements of details and depths, which demands more of a software developer. Now we are exploring a new method of programming by configuring database in order to improve the traditional three layer architecture (3-tier application). It would be quicker and more convenient for developers to modify functions according to the requirement changes from customers, largely reducing the workload either in development or maintenance.
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Martyna, Marcin, e Jakub Smołka. "Efficiency comparison of mobile application frameworks for programming using internet technologies". Journal of Computer Sciences Institute 6 (30 marzo 2018): 28–33. http://dx.doi.org/10.35784/jcsi.635.

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Over the last few years many frameworks allowing programming mobile applications have been created. Some of them are based on programming languages typical for internet application programming - HTML or JavaScript for example. This paper presents a comparison of three cross-platform environments: PhoneGap, NativeScript and Appcelerator. Using each of these environments an application with identical functionalities was created. The application was designed for Android operating system. Implemented tests allowed for determining which one of the application framework is the most efficient with respect to the time needed for executing respective functions. Obtained results are shown and analyzed.
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Kusumaningtyas, Kartikadyota, Eko Dwi Nugroho e Adri Priadana. "Online Integrated Development Environment (IDE) in Supporting Computer Programming Learning Process during COVID-19 Pandemic: A Comparative Analysis". IJID (International Journal on Informatics for Development) 9, n. 2 (31 dicembre 2020): 66–71. http://dx.doi.org/10.14421/ijid.2020.09202.

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COVID-19 has spread to various countries and affected many sectors, including education. New challenges arise in universities with study programs related to computer programming, which require a lot of practice. Difficulties encountered when students should setting up the environment needed to carry out programming practices. Furthermore, they should install a text editor called Integrated Development Environment (IDE) to support it. There is various online IDE that supports computer programming. However, students must have an internet connection to use it. After all, many students cannot afford to buy internet quotas to access online learning material during the COVID-19 pandemic. According to these problems, this study compares several online IDEs based on internet data usage and the necessary supporting libraries' availability. In this study, we only compared eleven online IDEs that support the Python programming language, free to access, and do not require logging in. Based on the comparative analysis, three online IDEs have most libraries supported. They are REPL.IT, CODECHEF, and IDEONE. Based on internet data usage, REPL.IT is an online IDE that requires the least transferred data. Moreover, this online IDE also has a user-friendly interface to place the left and right sides' code and output positions. It prevents the user from scrolling to see the results of the code that has been executed. The absence of advertisements also makes this online IDE a more focused appearance. Therefore, REPL.IT is highly recommended for users who have a limited internet quota, primarily to support the learning phase of computer programming during the COVID-19 pandemic.
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Fedorchuk, A., O. Usata e O. Nakonechna. "WEB DESIGN AND WEB PROGRAMMING IN THE MODERN INTERNET WORLD". Municipal economy of cities 6, n. 180 (4 dicembre 2023): 12–20. http://dx.doi.org/10.33042/2522-1809-2023-6-180-12-20.

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Modern web content development capabilities are undergoing characteristic changes due to the improvement of web technologies in programming. The origin of web technologies began in the early 80s of the last century when the Hypertext Transfer Protocol (HTTP) and the Hypertext Markup Language (HTML) made a significant contribution to the development of Internet capabilities. The web evolution, characterised by scientific and technological progress in information technology, has opened up new opportunities for the development of web programming, which has led to the emergence of programming languages, frameworks, cascading style sheets, and hypertext markup languages. This research aims to study and analyse the key aspects of web programming and web design with a combination of modern features of the Internet environment. To analyse web design, the article considers the possibilities of using the Bootstrap framework, which combines and contains the HTML5 hypertext markup language, CSS3 cascading style sheets, and the JavaScript programming language. Having analysed two web development technologies—front-end and back-end—we can conclude that the presentation level (front-end development) corresponds to the client side, with which the client can interact and where dynamic elements can be added to an HTML page using JavaScript with the visual definition of a web page using CSS. In the case of back-end development, the application layer corresponds to the server side, with which the client cannot interact, as the shell is hidden. Using the modern capabilities of the programming language, its code, and a set of auxiliary tools in website development, the paper presents a development algorithm where each stage contains separate processes and operations during website development, which makes it impossible for them to exist independently. Thus, tools for designing and laying out websites using modern technologies can greatly simplify the development process, which can create higher-quality web content. Keywords: Web, web environment, web technologies, front-end, framework, Bootstrap, CSS3, HTML5, CCS3, JavaScript.
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Helm, Jim E. "Distributed Internet voting architecture: A thin client approach to Internet voting". Journal of Information Technology 36, n. 2 (15 febbraio 2021): 128–53. http://dx.doi.org/10.1177/0268396220978983.

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Principles required for secure electronic voting using the Internet are known and published. Although the Internet voting functionalities and technologies are well-defined, none of the existing state-sponsored Internet voting approaches in use incorporate a total Internet-based system approach that includes voter registration, the voting process, and vote counting. The distributed Internet voting architecture concept discussed in this article uses a novel thin client approach to Internet voting. The architecture uses existing technologies and knowledge to create a viable whole system approach to Internet voting. This article describes various aspects and processes necessary to support an integrated approach. The application programming interface software for many of the critical functions was developed in Python and functionality tested. A virtual network, including a cloud-based functionality, was created and used to evaluate the various conceptual aspects of the proposed architecture. This included the concepts associated with programming and accessing smart cards, capturing and saving fingerprint data, structuring virtual private networks using tunneling and Internet Protocol Security, encrypting ballots using asymmetric encryption, using symmetric encryption for secret cookies, thin client interaction, and creating hash functions to be used within a blockchain structure in a Merkle tree architecture. The systems’ primary user targets are individuals remotely located from their home voting precincts and senior citizens who have limited mobility and mostly reside in assisted living facilities. The research supports the contention that a cybersecure Internet voting system that significantly reduces the opportunity for mail-in voter fraud, helps to ensure privacy for the voter, including nonrepudiation, nonattribution, receipt freeness, and vote acknowledgment can be created using existing technology.
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Nikolaidis, I. "Understanding internet protocols through hands-on programming [Book Review]". IEEE Network 14, n. 6 (novembre 2000): 3–4. http://dx.doi.org/10.1109/mnet.2000.885657.

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Xi, Cheng, Feng Gang e Hou Yin-Bin. "Applying Logic Programming to knowledge discovery on the Internet". Wuhan University Journal of Natural Sciences 6, n. 1-2 (marzo 2001): 320–25. http://dx.doi.org/10.1007/bf03160262.

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Bento, Antonio Carlos. "Internet of Things". International Research Journal of Management, IT & Social Sciences 5, n. 2 (10 febbraio 2018): 113. http://dx.doi.org/10.21744/irjmis.v5i2.623.

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This study presents the results obtained in a technological and applied research for robotics disciplines, using the Internet of Things with the device Arduino Uno to automate the lights of a residence, to have the ease of control during the day to day, the panel of control is accessed by a browser software on a mobile phone or computer, providing greater convenience for people. During the research were analyzed the different devices available in the national market, the results allowed to conclude the development of a simple solution that could contribute to robotics classes, the main interest related to the results involves the application experience, which can be expanded according to with the need of the user and its environment, proposing new applications in disciplines that involve robotics, database, internet, programming and electronics.
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Thomas, Julian. "Programming, filtering, adblocking: advertising and media automation". Media International Australia 166, n. 1 (9 novembre 2017): 34–43. http://dx.doi.org/10.1177/1329878x17738787.

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This article considers automation in relation to digital advertising. At the intersection of the advertising industries and everyday media experience, we now find two connected, contending technologies, embodying different visions of automation and the future of advertising and digital media. On the industry side, there is programmatic advertising – defined broadly as the automation of the sale and delivery of digital advertising, where the appearance of advertising on a website is controlled by software rather than human decision-making. On the consumer side, there are the filtering technologies of adblocking, designed to enable users to remove unwanted ads from websites or other Internet applications. This article discusses each of these technologies, before considering the challenges raised for them by an increasingly mobile, diverse and stratified Internet.
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Kumar, Manish, Prachi Goyal, Riya Gandhi e Riya Yadav. "EVOLUTION OF PROGRAMMING PARADIGMS". Industrial Engineering Journal 51, n. 08 (2022): 40–46. http://dx.doi.org/10.36893/iej.2022.v51i8.039-046.

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The subject of computer programming has witnessed a wonderful journey over a long time, characterized by the continuous evolution of programming paradigms. This overview paper provides an in-depth analysis of the dynamic and difficult method through which programming paradigms have advanced from their inception to their cutting-edge kingdom. The review commences with an ancient perspective, tracing the origins of programming paradigms from the early days of machine code and meeting language to the development of higher-degree languages. It examines the vital paradigm, which turned into most important throughout the early years of computing, and how it gave an upward push to dependent programming and modular programming. A pivotal shift occurred with the arrival of the object-orientated paradigm, which added a brand new way of considering software layout and improvement. This paradigm's impact on cutting-edge software engineering is explored, highlighting its lasting impact on industries and the open-source movement. As software complexity multiplied, so did the need for greater expressive and abstract programming paradigms, main to the emergence of practical programming and its mathematical foundations. The overview discusses how practical programming languages have received traction in recent years and how features drastically impacted parallel and dispensed computing. Furthermore, the paper explores concurrent and parallel programming paradigms, illustrating how they address the developing call for efficient use of multi-middle processors and disbursed structures. It delves into the challenges and possibilities presented through the increasing significance of parallelism in modern-day computing. The review also discusses rising paradigms such as reactive and eventdriven programming, highlighting their programs in actual-time systems, internet improvement, and the Internet of Things. These paradigms are analyzed in the context of modern software program improvement and the everincreasing technology panorama.
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Riski, Reza, Husaini Husaini e Muhammad Nasir. "Implementasi Socket Programming Pada Aplikasi Chat Uloen Messenger Berbasis Android". Journal of Artificial Intelligence and Software Engineering (J-AISE) 3, n. 2 (28 ottobre 2023): 70. http://dx.doi.org/10.30811/jaise.v3i2.4587.

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Dalam era perkembangan Teknologi yang pesat, Aplikasi Chatting telah menjadi salah satu cara Komunikasi yang paling populer di kalangan pengguna Internet, Salah satu Aplikasi Komunikasi yang terdapat pada layanan Internet adalah Chatting. Aplikasi ini memungkinkan dua orang pengguna atau lebih untuk berinteraksi secara online, Aplikasi Chatting dibuat dengan cara mengimplementasikan teknologi Socket Programming (Socket.io). Teknologi Socket Programming Socket.io dapat digunakan untuk membangun aplikasi chatting berbasis real-time di Android. Berdasarkan latar belakang tersebut dibuatlah Aplikasi Chatting yang Bernama Aplikasi Chat-Uloen Messenger dengan cara Meng-Implementasikan Socket Programming (Socket.io) Pada Aplikasi ini dilakukan pengujian web service untuk melihat nilai throughput dari performa server pada aplikasi dengan cara membandingkan dengan menggunakan socket.io dan tanpa menggunakan socket.io. Pengujian sistem menggunakan metode blackbox untuk mengetahui tingkat keberhasilan aplikasi dan kepuasan pengguna. Hasil dari pengujian web service yang didapatkan untuk nilai throughput dengan menggunakan socket.io mendapat hasil cukup bagus dengan nilai rata rata mencapai 447 kbps sedangkan tanpa menggunakan socket.io mencapai 47 kbps, sedangkan pengujian blackbox mendapatkan 97,5% keberhasilan aplikasi.Kata kunci— Socket Programming, Aplikasi Chat Uloen Messenger, Real-timeAbstract In the era of rapid technological development, chat applications have become one of the most popular ways of communication among Internet users, One of the Communication Applications found on Internet services is Chatting. This application allows two or more users to interact online, Chat Application is made by implementing Socket Programming technology (Socket.io). Socket Programming Socket.io technology can be used to build real-time based chat applications on Android. Based on this background, a Chat Application named Chat-Uloen Messenger Application was created by Implementing Socket Programming (Socket.io) In this application, web service testing was carried out to see the throughput value of server performance in the application by comparing using socket.io and without using socket.io. System testing uses the blackbox method to determine the level of application success and user satisfaction. The results of web service testing obtained for throughput values using socket.io got pretty good results with an average value of 447 kbps while without using socket.io reached 47 kbps, while blackbox testing got 97.5% application success.Keywords - Socket Programming, Chat Uloen Messenger Application, Real-time
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Wijaya, Himawan. "Review dan Analisa Faktor-Faktor Yang Mempengaruhi Kecepatan Akses Halaman Website". Ultimatics : Jurnal Teknik Informatika 11, n. 1 (30 agosto 2019): 38–45. http://dx.doi.org/10.31937/ti.v11i1.1060.

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The change in the behavior of internet users from using computers or laptops to mobile internet users makes changes in the way the browser and also the web pages display information. Internet users generally want a quick access time when visiting a website page to get the desired information. In the research conducted in the writing of this journal, the researchers wanted to show and explain the several important factors that influence the speed of access from a website page, as well as analyzing based on technical factors. Where the main discussion in this study will focus more on the evaluation of technical factors starting from the programming side (server side programming and client side programming) and also the design of the user interface using web pages using minify CSS along with the use of AJAX technology. The results to be achieved from this study are to identify how much influence the technical factors mentioned above have on the speed of visitor access to a web page, apart from other technical factors such as internet network speed, devices and areas where users can access website page.
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OLTEAN, MIHAI, CRINA GROŞAN, LAURA DIOŞAN e CRISTINA MIHĂILĂ. "GENETIC PROGRAMMING WITH LINEAR REPRESENTATION: A SURVEY". International Journal on Artificial Intelligence Tools 18, n. 02 (aprile 2009): 197–238. http://dx.doi.org/10.1142/s0218213009000111.

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Genetic Programming (GP) is an automated method for creating computer programs starting from a high-level description of the problem to be solved. Many variants of GP have been proposed in the recent years. In this paper we are reviewing the main GP variants with linear representation. Namely, Linear Genetic Programming, Gene Expression Programming, Multi Expression Programming, Grammatical Evolution, Cartesian Genetic Programming and Stack-Based Genetic Programming. A complete description is provided for each method. The set of applications where the methods have been applied and several Internet sites with more information about them are also given.
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Alfaridzi, Febryan, Joseph Dedy Irawan e Mira Orisa. "Perancangan Sistem Manajemen User Hotspot Berbasis Web Menggunakan Application Programming Interface (API) Mikrotik". JATI (Jurnal Mahasiswa Teknik Informatika) 6, n. 2 (17 gennaio 2023): 974–81. http://dx.doi.org/10.36040/jati.v6i2.5412.

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Hotspot merupakan media pendistribusi akses internet berbasis nirkabel yang memiliki sistem autentikasi untuk penggunanya. Karena dengan sistem hotspot, pengguna akses internet diharuskan melalui tahap autentikasi jaringan dengan memasukkan username dan password sebelum dapat terhubung ke internet. Sayangnya tanpa pengelolaan yang sistematis, permasalahan dalam layanan hotspot akan sangat sering terjadi. Di Dusun Slepi RT 002 RW 001, Kecamatan Trawas, Kabupaten Mojokerto telah menggunakan koneksi internet dari penyedia layanan internet IndiHome dengan kecepatan internet 40 Mbps. Tetapi koneksi internet yang digunakan belum dioptimalkan terutama dalam hal manajemen user hotspot. Hal ini dapat menyebabkan beberapa kendala saat mengakses internet, diantaranya adalah Bandwidth Group sehingga semua user bisa mengakses internet hanya dengan memasukkan password wifi yang disediakan saja, tidak adanya monitoring user sehingga tidak tahu mana user hotspot yang sedang aktif ataupun tidak aktif dan tidak adanya limitasi bandwidth untuk setiap user yang mengakibatkan penggunaan bandwidth yang tidak adil seringkali terjadi. Untuk mengatasi permasalahan tersebut, maka perlu dibuatkan sistem untuk mengatur user hotspot dengan router mikrotik dengan memanfaatkan API (Application Programming Interface) mikrotik guna memperoleh jaringan hotspot yang maksimal, tidak hanya pada pembagian bandwidth tetapi juga pembatasan Bandwidth Group. Metode penelitian yang dilakukan pada penelitian ini diantaranya adalah Metode Analisis, artinya adalah melakukan survei pada sistem yang ada pada lokasi dan studi literatur serta metode perancangan topologi jaringan untuk memilih perangkat jaringan apa saja yang perlu digunakan dan konfigurasinya untuk tiap - tiap perangkat jaringan yang akan digunakan digunakan. Kesimpulan dari penelitian ini adalah Dengan adanya sistem ini pengelolaan user di Dusun Slepi, RT/RW 02/01, Kecamatan Trawas, Kabupaten Mojokerto akan menjadi lebih mudah
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33

Domingue, John B., e Paul Mulholland. "Teaching Programming at a Distance: The Internet Software Visualization Laboratory". Journal of Interactive Media in Education 1997, n. 1 (8 ottobre 1997): 1. http://dx.doi.org/10.5334/1997-1.

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34

Mullins, Lindsay B., Lisa Skemp, David Reed e Myra Emerson. "Internet Programming to Reduce Loneliness and Social Isolation in Aging". Research in Gerontological Nursing 13, n. 5 (14 aprile 2020): 233–42. http://dx.doi.org/10.3928/19404921-20200320-01.

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35

Martín, Felipe Mateos, Marta García Prado, Ricardo Mayo Bayón, Reyes Poo Argüelles e Víctor M. González Suárez. "SOFTWARE TOOLS FOR PLC PROGRAMMING AND INTERNET HMI IN DOMOTICS". IFAC Proceedings Volumes 35, n. 1 (2002): 7–12. http://dx.doi.org/10.3182/20020721-6-es-1901.00907.

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36

Georgiadis, Christos K., Ioannis K. Mavridis e George I. Pangalos. "Healthcare teams over the Internet: programming a certificate-based approach". International Journal of Medical Informatics 70, n. 2-3 (luglio 2003): 161–71. http://dx.doi.org/10.1016/s1386-5056(03)00031-5.

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37

Sugiura, Atsushi, e Yoshiyuki Koseki. "Internet Scrapbook: automating Web browsing tasks by programming-by-demonstration". Computer Networks and ISDN Systems 30, n. 1-7 (aprile 1998): 688–90. http://dx.doi.org/10.1016/s0169-7552(98)00075-0.

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38

S, J. Sadjadi, Yousefli A e Ghezelsoflou R. "Optimal pricing for internet service providers: Fuzzy geometric programming model". African Journal of Business Management 5, n. 17 (4 settembre 2011): 7291–95. http://dx.doi.org/10.5897/ajbm10.1122.

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39

Wang, Ji, Rui Shen e Huai-Min Wang. "A Programming Language Approach to Internet-Based Virtual Computing Environment". Journal of Computer Science and Technology 26, n. 4 (luglio 2011): 600–615. http://dx.doi.org/10.1007/s11390-011-1160-5.

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40

RYAN, STEPHEN W., e ARVIND K. BANSAL. "A SCALABLE DISTRIBUTED MULTIMEDIA KNOWLEDGE RETRIEVAL SYSTEM ON A CLUSTER OF HETEROGENEOUS HIGH PERFORMANCE ARCHITECTURES". International Journal on Artificial Intelligence Tools 09, n. 03 (settembre 2000): 343–67. http://dx.doi.org/10.1142/s0218213000000227.

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Abstract (sommario):
This paper describes a system to distribute and retrieve multimedia knowledge on a cluster of heterogeneous high performance architectures distributed over the Internet. The knowledge is represented using facts and rules in an associative logic-programming model. Associative computation facilitates distribution of facts and rules, and exploits coarse grain data parallel computation. Associative logic programming uses a flat data model that can be easily mapped onto heterogeneous architectures. The paper describes an abstract instruction set for the distributed version of the associative logic programming and the corresponding implementation. The implementation uses a message-passing library for architecture independence within a cluster, uses object oriented programming for modularity and portability, and uses Java as a front-end interface to provide a graphical user interface and multimedia capability and remote access via the Internet. The performance results on a cluster of IBM RS 6000 workstations are presented. The results show that distribution of data improves the performance almost linearly for small number of processors in a cluster.
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41

Zainal, Salbiah, Rasimah Che Mohd Yusoff, Hafiza Abas, Roslina Ibrahim e Nor Zairah Ab. Rahim. "Systematic Review on Teaching and Learning for IoT Programming". International Journal of Innovative Computing 13, n. 2 (24 novembre 2023): 27–35. http://dx.doi.org/10.11113/ijic.v13n2.407.

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Abstract (sommario):
Teaching and learning Internet of Things (IoT) programming is challenging. The literature regarding teaching and learning for IoT programming still lacking. Therefore, we conducted an updated and comprehensive review using a systematic literature review (SLR) to report recent research findings regarding teaching and learning for IoT programming. Five databases were selected for this SLR to identify related journals, of which 21 papers were reviewed systematically. This review answered five research questions regarding the level of study being taught for IoT programming; the tools used for IoT programming; the teaching and learning approach used; and the methods and instruments adopted for data collection.
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42

Artal, Cayetano Guerra, Maria Dolores Afonso Suarez, Idafen Santana Perez e Ruben Quesada Lopez. "OLC, On-Line Compiler to Teach Programming Languages". International Journal of Computers Communications & Control 3, n. 1 (1 marzo 2008): 69. http://dx.doi.org/10.15837/ijccc.2008.1.2376.

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Abstract (sommario):
The advance of Internet towards Web 2.0 conveys the potential it has in a wide range of scopes. The ongoing progress of the Web technology and its availability in teaching and learning, as well as a students’ profile increasingly more used to managing an important amount of digital information, offers lecturers the opportunity and challenge of putting at students’ disposal didactic tools making use of the Internet. Programming is one of the essential areas taught in university studies of Computer Science and other engineering degrees. At present, it is a knowledge acquired through tutorial classes and the practice with different tools for programming. This paper shows the acquired experience in the development and use of a simple compiler accessible through a Web page. In addition it presents a teaching proposal for its use in subjects that include programming languages lessons. OLC - On-Line Compiler - is an application which greatly lightens the student’s workload at the initial stage of programming. During this initial period they will neither have to deal with the complexities of the installation and the configuration of these types of tools, nor with the understanding of multiple options which they present. Therefore students can concentrate on the comprehension of the programming structures and the programming language to be studied.
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43

Dipa Nusantara, Pualam. "PELATIHAN WEB PROGRAMMING UNTUK PENGEMBANGAN APLIKASI WEB PADA KOMUNITAS UMKM SILVER INTERVOR". JURNAL SINERGI 4, n. 02 (26 luglio 2023): 7–11. http://dx.doi.org/10.59134/sinergi.v4i02.307.

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Abstract (sommario):
Penggunaan teknologi Internet sudah menjadi kebutuhan manusia. Situs web yang menjadi salah satu layanan dari Internet merupakan aplikasi penting yang perlu dipelajari baik oleh pelajar maupun masyarakat umum. Dari berbagai tujuan dari situs web tersebut banyak yang merupakan aplikasi yang bermanfaat bagi masyarakat. Untuk meningkatkan pemahaman di bidang teknologi informasi maka diperlukan pelatihan bagi masyarakat terutama yang ingin memanfaatkan aplikasi web dalam hidup sehari – hari terlebih untuk mendukung aktivitas perekonomian. Tujuan dari pelatihan sebagai bagian dari pengabdian kepada masyarakat untuk memberikan pengetahuan bagaimana aplikasi web dikembangkan dan bekerja pada jaringan Internet.
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44

Kolgatin, Oleksandr, e Yurii Parfonov. "Learning management system as a means of mastering Internet programming technologies". Bulletin of Kharkov National Automobile and Highway University, n. 96 (24 maggio 2022): 54. http://dx.doi.org/10.30977/bul.2219-5548.2022.96.0.54.

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Abstract (sommario):
Problem. A step towards building an automated system of pedagogical diagnostics and forecasting based on the information system for managing educational activities Moodle has been taken. Goal. The goal of this work is to develop variants for learning the Internet programming, which can be implemented in the information and communication pedagogical environment based on the information system for managing learning activities Moodle. The aim of the discipline is to develop competence in the use of modern Internet programming tools and technologies for developing the server part of web applications in Python. Methodology. The method of information-logical modelling was used to design automated pedagogical diagnostics system. The model of training technology realization for Internet programming study according to the educational program of bachelors' instruction in a specialty "Software engineering" was constructed as a part of this system database and cooperates with the model of educational purpose and the psychologic and pedagogic model of student. Results. Automated pedagogical diagnostics system helps a student to choose a variant of learning educational material in accordance with the existing competencies of the student, knowledge and skills and the expected development of the student in the process of mastering the discipline. Variants for implementing learning technology include the use of the project method as the main way to develop learning material and use interactive elements of Moodle, such as Lesson for programmed learning, Workshop for inter-reviewing process, Quiz for training and diagnosis at the preparatory stages of independent student work. Originality. A model of implementation of learning technology according to study of the discipline "Internet Programming" was built for managing independent work of students in the Moodle system. Practical value. The proposed model should become the basis for automated pedagogical forecasting and design of an individual version of the learning technology implementation for each student.
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45

Ruiz-Rube, Iván, José Miguel Mota, Tatiana Person, José María Rodríguez Corral e Juan Manuel Dodero. "Block-Based Development of Mobile Learning Experiences for the Internet of Things". Sensors 19, n. 24 (11 dicembre 2019): 5467. http://dx.doi.org/10.3390/s19245467.

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The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor’s standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.
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46

Pickett, Michelle L., Joi Wickliffe, Amanda Emerson, Sharla Smith e Megha Ramaswamy. "Justice-involved women’s preferences for an internet-based Sexual Health Empowerment curriculum". International Journal of Prisoner Health 16, n. 1 (20 agosto 2019): 38–44. http://dx.doi.org/10.1108/ijph-01-2019-0002.

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Abstract (sommario):
Purpose The purpose of this paper is to gain insight into justice-involved women’s preferences for an internet-based Sexual Health Empowerment (SHE) curriculum. Design/methodology/approach The authors analyzed data from four focus groups conducted with 52 women in a minimum-security county jail in a Midwestern US city. Findings Women reported daily access to the internet while in the community and use of the internet for searching about health concerns. Four themes emerged in the discussion about preferences for an internet-based SHE curriculum, that it cover healthy sexual expression, how to access resources, video as an educational modality and a non-judgmental approach. Practical implications Justice-involved women are potentially reachable through internet-based health education. Their preferences for content and modality can be used to inform internet-based sexual health programming designed specifically for this population. Using this modality could offer easily disseminated, low-cost and consistent messaging about sexual health for a vulnerable group of women. Originality/value Though internet-based health education programming has been widely utilized in the general population, less attention has been paid to if and how these programs could be utilized with a vulnerable group of women who move between the justice system and communities. This exploratory study begins to fill that gap.
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47

Wang, Liang, e Li Ke Zhu. "Study of Internet of Things in China". Applied Mechanics and Materials 340 (luglio 2013): 592–94. http://dx.doi.org/10.4028/www.scientific.net/amm.340.592.

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Abstract (sommario):
With the purpose to stimulate the technical development and to seek the new growth points in economy, governments of different countries attach great importance to the technical programming of the new generation, giving priority to the internet of things. It is also stated in the twelfth five-year-plan outline for national economic and social development of the People's Republic of China that the national infrastructure should develop with the safety of broadband blending to push the application of the internet of things.
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48

Pambudy, Ainu Faisal, Soni Fajar Surya Gumilang e Muhammad Azani Hasibuan. "APPLICATION PROGRAMMING INTERFACES PADA APLIKASI GEO SOCIAL COMMERCE". Jurnal Rekayasa Sistem & Industri (JRSI) 2, n. 03 (15 luglio 2015): 25. http://dx.doi.org/10.25124/jrsi.v2i03.61.

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Abstract (sommario):
Dengan maraknya dunia digital dan internet kebanyakan dari kita mencari barang atau jasa di internet, walaupun sebenarnya hal yang kita cari tersebut ada disekitar kita. Kami telah melakukan survey kepada 395 koresponden, 71% orang pernah mengalami kesulitan mencari barang atau jasa yang dibutuhkan. Disisi lain 62% penjual mengaku pernah kesulitan mempromosikan produk atau jasa mereka. Dari questioner tersebut juga didapatkan beberapa masalah yang dialami penjual dan pembeli. Marketspot merupakan sebuah solusi Geo Social Commerce yang eklusif di mobile phone untuk membantu penjual bertemu dengan customer disekelilingnya dengan menampilkan customer yang membutuhkan di sebuah peta, dapat langsung berinteraksi dan begitu sebaliknya. Dalam solusi ini kami menggabungkan unsur social dan e-commerce yang berbasis GIS. Produk dalam penelitian ini adalah API dan versi website. API dan web dibuat berbasis PHP dengan framework Laravel 5. REST API yang dibuat disini menghasilkan data dalam bentuk JSON. Dalam proses pengembangannya API ini dikerjakan dengan metode iterative dan incremental.
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49

Polyakov, K. Yu. "Using Blockly visual programming language for controlling virtual robots". Informatics in school 1, n. 1 (18 marzo 2021): 20–25. http://dx.doi.org/10.32517/2221-1993-2021-20-1-20-25.

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Abstract (sommario):
The article describes a new learning programming environment that makes it possible to control Robot, Aquarius, and Turtle virtual robots by means of Blockly visual programming language. The environment is a set of freely available web applications hosted in Internet. Such an approach provides for workability under all modern browsers both on desktop computers and mobile devices. Automatic verification of the correctness of problem solutions is available for all the virtual robots. Suboptimal solutions that use excessive number of blocks receive a lower score due to the rating system (from one to five "stars"). Offline version is available, which can work in local mode without access to Internet. Users can develop and distribute their own sets of problems for all virtual robots.
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50

Rakhmawati, Nur Aini, Sayekti Harits Suryawan, Muhammad Ariful Furqon e Deny Hermansyah. "Indonesia’s Public Application Programming Interface (API)". Jurnal Penelitian Pos dan Informatika 9, n. 2 (30 dicembre 2019): 85–96. http://dx.doi.org/10.17933/jppi.v9i2.167.

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Indonesia places the fifth position of the most internet users in the world. Consequently, data transaction through HTTP protocol saw an increase. An open API can facilitate Indonesia's users to access data and build application through HTTP protocol. In this paper, 38 open APIs were investigated and classified by using five criteria, namely technology, authentication, scope, source, and approval request. In general, the open APIs in Indonesia employ RESTful as a web service and JSON format as data format. In term of authentication, API key is a common method in most of open APIs.
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